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Applications of Metaverse and Virtual Reality to Creative Education and Industry

ISBN-13: 9789819633401 / Angielski / Twarda / 2025 / 182 str.

Dana M. Barry, Hideyuki Kanematsu
Applications of Metaverse and Virtual Reality to Creative Education and Industry Dana M. Barry, Hideyuki Kanematsu 9789819633401 Springer Nature Switzerland AG - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Applications of Metaverse and Virtual Reality to Creative Education and Industry

ISBN-13: 9789819633401 / Angielski / Twarda / 2025 / 182 str.

Dana M. Barry, Hideyuki Kanematsu
cena 281,76
(netto: 268,34 VAT:  5%)

Najniższa cena z 30 dni: 281,10
Termin realizacji zamówienia:
ok. 22 dni roboczych
Dostawa w 2026 r.

Darmowa dostawa!

This book provides excellent examples of metaverse and virtual reality and their unlimited possibilities for education and industry. By examining innovative educational activities in both real and virtual worlds, such as Second Life, SL (a three-dimensional world where avatars perform specific tasks on behalf of us), we get a unique perspective on how these technologies can revolutionize learning and professional practices. Metaverse offers a fully immersive and interconnected virtual environment, enabling individuals to engage in digital experiences that closely resemble real-world interactions, thereby providing limitless possibilities for education and industry. In addition, the chapters cover various key topics, including the integration of virtual reality in creative game design, the use of VR (virtual reality) headsets with sensor glasses for physiological data collection, and the application of VR in fields like architecture and medical education. Artificial Intelligence, Robotics, and Machine Learning (along with other related fields) are also mentioned. In addition, readers will encounter discussions about the future fusion of real and virtual worlds, highlighting the role of Digital Twin Technology and Augmented Reality. The book invites readers to consider critical questions about the implications of these technologies for society and industry.  This book is a must-read for students, educators, engineers, and researchers interested in the cutting-edge applications of virtual reality and the metaverse. It serves as a textbook, reference, and practical guide, making it invaluable for academic audiences and professionals seeking to harness the power of these technologies for innovative solutions. Whether you are a professor, scientist, or engineer, or simply curious about the metaverse, avatars, and virtual reality, this book promises to be a rewarding journey into the limitless potential of these technologies for creative education and industry. 

This book provides excellent examples of metaverse and virtual reality and their unlimited possibilities for education and industry. By examining innovative educational activities in both real and virtual worlds, such as Second Life, SL (a three-dimensional world where avatars perform specific tasks on behalf of us), we get a unique perspective on how these technologies can revolutionize learning and professional practices. Metaverse offers a fully immersive and interconnected virtual environment, enabling individuals to engage in digital experiences that closely resemble real-world interactions, thereby providing limitless possibilities for education and industry. In addition, the chapters cover various key topics, including the integration of virtual reality in creative game design, the use of VR (virtual reality) headsets with sensor glasses for physiological data collection, and the application of VR in fields like architecture and medical education. Artificial Intelligence, Robotics, and Machine Learning (along with other related fields) are also mentioned. In addition, readers will encounter discussions about the future fusion of real and virtual worlds, highlighting the role of Digital Twin Technology and Augmented Reality. The book invites readers to consider critical questions about the implications of these technologies for society and industry.  This book is a must-read for students, educators, engineers, and researchers interested in the cutting-edge applications of virtual reality and the metaverse. It serves as a textbook, reference, and practical guide, making it invaluable for academic audiences and professionals seeking to harness the power of these technologies for innovative solutions. Whether you are a professor, scientist, or engineer, or simply curious about the metaverse, avatars, and virtual reality, this book promises to be a rewarding journey into the limitless potential of these technologies for creative education and industry. 

Kategorie:
Informatyka
Kategorie BISAC:
Computers > Virtual & Augmented Reality
Psychology > Cognitive Psychology & Cognition
Education > General
Wydawca:
Springer Nature Switzerland AG
Język:
Angielski
ISBN-13:
9789819633401
Rok wydania:
2025
Ilość stron:
182
Wymiary:
23.5x15.5
Oprawa:
Twarda


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